OPENINGS TACTICS ENDGAME BOOKS FROM RUSSIA CHESS SETS CHESS ACADEMY CHESS ASSISTANT
Middle
game: Tactics, Combinations
Tactics
and combinations are very important, if not the most important part of a chess game. After
all, at some point every chess game comes to position, which requires a tactical solution.
It could be a very simple solution, like checkmate in two or more moves, or more complex,
like winning a piece after a series of moves. Every chessplayer must train his (her)
tactical ability, particularly before playing in a tournament. Such exercise as solving of
chess puzzles is very helpful. There are plenty of books and software available for this
purpose.
There
are combinations of a different kind, distinguished by a tactical motive (theme).
There
are many tactical motives, and while covering all of them will take writing a book, some
important ones can be mentioned here.
1)
Demolition of King pawn cover.
This
one usually involves a sacrifice of a piece at h7, g7 or f7 squares (a7, b7, c7 for a
Queenside castle, and corresponding squares on the second row, if Black attack
Whites position).
White:
Ke1, Qg4, Ra1, Rh1, Bd3, Nc3, Nf3, pp. a2, b2, c2, e5, f2, g2, h2.
Black:
Kg8, Qd8, Ra8, Rf8, Bc5, Bc8, Nc6, pp. a7, b7, d5, e6, f7, g7, h7.
White
to play

White
has a large presence on the King side and now he needs to pull Black's King out, so he
starts with:
1.Bxh7+!
Kxh7
Now
the castle is broken and White pieces have an easy target.
2.Qh5+
Kg8 3.Ng5 Re8 4.Qxf7+ Kh8 5.Qh5+ Kg8 6.Qh7+ Kf8 7.Qh8+ Ke7 8.Qxg7 checkmate.
2)
Decoy
White:
Kg1, Ra1, Bb3, Nf3, pp. e3, f2, g2, h3.
Black:
Kg8, Re8, Rd3, Be7, pp. f7, g7, h6.
White
to play

The
connection between f7-square and e5 is obvious. Immediate Nf3-e5? Is bad, of course. White
makes Black's King come to f7 where he can fork him with a Knight.
1.Bxf7+!
Kxf7 2.Ne5+
Followed
by Ne5xd3. White wins a Rook back, while reaching a winning ending.
3)
A distraction of a defender
White:
Kf1, Qe2, Re1, Bf3, Bf2, pp. a3, b4, c7, d5, e4
Black:
Kg8, Qh2, Rf8, Bc8, Ng4, pp. a5, b6, e5, h6.

White's
Queen has too many responsibilities, she protects both Bishops and defends a6-f1 diagonal
as well. This situation is called overload. Black easily wins, by distracting
opponents Queen from defending f2-square.
1...Ba6!
2.b5 Bxb5! 3.Qxb5 Qxf2 checkmate.
4)
Clearance.
Sometimes,
there is a situation where a piece blocks the way of another piece. It makes sense to
sacrifice such piece for a bigger purpose.
Bogoljubov
- Capablanca, Germany, 1928
White:
Kd3, Ra5, Re2, Nd1, pp. b2, d4, e3, g4.
Black:
Kg6, Rc2, Rc4, Ne4, pp. b3, d5, e5, g7, g5
Black
to play

Whites
King is in checkmating web. Its rather
obvious e4-belongs to Blacks pawn. Black wins instantly by freeing e4-square.
1...Nc5+!
2.dxc5 (or 2.Rxc5) e4 checkmate.
5)
Elimination of defender
White:
Kg1, Rc1, Rf1, Be3, Nd2, p. f2.
Black:
Kg8, Re8, Rd8, Bg4, Bg7, p. f7.
Black
to play

Both
Black Rooks attack opponents pieces. Whites
Bishop defends the Knight. Black destroys White's Bishop and then takes Knight.
Black:
Kh8, Qe6, Rg1, Be5, pp. b5, d6, e7, f7, h6.
